Search found 1099 matches

by sillyfly
Tue Jun 17, 2014 6:06 am
Forum: Technical Help
Topic: No error logs?
Replies: 14
Views: 12471

Re: No error logs?

Can you link to one such example, just so we know what you're looking for?
by sillyfly
Mon Jun 16, 2014 3:45 am
Forum: Show your Creations
Topic: New Let's Play Series
Replies: 12
Views: 6638

Re: New Let's Play Series

We're starting to get a lot of these (Which is good! :) ) Two technical notes - 1. I really hate the black border around the video. I don't know if that's something you can control, but if you can - please get rid of it. It really does nothing for the video to force us to see it smaller than we coul...
by sillyfly
Sun Jun 15, 2014 5:10 pm
Forum: News
Topic: Friday Facts #38
Replies: 36
Views: 27439

Re: Friday Facts #38

Maybe there should be a harsher warning before downloading an experimental version (i.e. one that has not been out long enough until most of the critical bugs has been discovered and fixed?), or a simple way to go back to the old version...
by sillyfly
Sun Jun 15, 2014 4:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.8] Pausing scheduled trains doesn't clear yellow signal
Replies: 8
Views: 2633

Re: [0.9.8] Pausing scheduled trains doesn't clear yellow si

Wonderful. I recently ran into this problem again, and it had all my trains running in loops because of one messed signal :)
Now I really can't wait for you to release 0.10.1 :D
by sillyfly
Sat Jun 14, 2014 7:03 pm
Forum: General discussion
Topic: Can not create oil refineries in factories.
Replies: 5
Views: 3337

Re: Can not create oil refineries in factories.

Ah, yes. I remember the developers said something about re-balancing recipes and dealing with those issues as well.
Don't know when this will happen, though. As I never have more than a handful of refineries anyway I never produce them in assembly machines, so I never had a problem with that :D
by sillyfly
Sat Jun 14, 2014 2:04 pm
Forum: General discussion
Topic: Can not create oil refineries in factories.
Replies: 5
Views: 3337

Re: Can not create oil refineries in factories.

Hmm...what?
Do you mean you've researched the oil processing technology but it hasn't unlocked the oil refinery recipe?
Or can you build it but can't place it?

Please describe your problem a bit more specifically :)
by sillyfly
Fri Jun 13, 2014 10:47 pm
Forum: News
Topic: Friday Facts #38
Replies: 36
Views: 27439

Re: Friday Facts #38

Nice to see you here. It's always nice to know the development team gets direct feedback from the users :) I'm talking about the sounds of the robots flying by. flying-robot-1.ogg and flying-robot-4.ogg are the most offensive to my ears, but maybe others like them... I thought the flying robots are ...
by sillyfly
Fri Jun 13, 2014 7:52 pm
Forum: News
Topic: Friday Facts #38
Replies: 36
Views: 27439

Re: Friday Facts #38

Ah, another Friday update :) I was looking forward to all the neat bugfixes in 0.10.1, but I guess I'll have to wait another week or so :) The sounds are great - they really do add a lot, but a few are rather annoying - mostly the flying robots one (see https://forums.factorio.com/forum/viewtopic.ph...
by sillyfly
Fri Jun 13, 2014 7:23 pm
Forum: Ideas and Suggestions
Topic: Alternative format for map exchange string
Replies: 3
Views: 1344

Re: Alternative format for map exchange string

How about allowing the map setting screen to load settings from the exchange string? Then you can use the same UI to edit whatever parameters you wish (Although changing the seed would be somewhat against the point :P )
by sillyfly
Fri Jun 13, 2014 7:31 am
Forum: Ideas and Suggestions
Topic: Inventary - number of producible products instead of recipes
Replies: 4
Views: 1549

Re: Inventary - number of producible products instead of rec

But then you would run into the opposite problem - the menu would show you "1" when you can't actually make any, because you only have enough ingredients to make "half a recipe". Plus - for some things this number actually makes sense - when would you need an odd number of underg...
by sillyfly
Fri Jun 13, 2014 4:41 am
Forum: General discussion
Topic: Worst start ever.
Replies: 11
Views: 6649

Re: Worst start ever.

And torpedo launchers, sonar stations, tidal power generators, submarines, underwater power cables, mobile roboport carrier ships, sharks with lasers, wet t-shirts, squirt guns, ... oh, i think i'm getting carried away with this water theme. Of course we need freakin' sharks with freakin' laser-bea...
by sillyfly
Wed Jun 11, 2014 5:57 pm
Forum: Balancing
Topic: "Free belt system" versus "belt circuit"
Replies: 39
Views: 23774

Re: "Free belt system" versus "belt circuit"

Oh, why do you have to ruin everything with technicalities? :P Well, maybe the pollution mechanic isn't the best solution to this, but maybe we could have it that biters passing by transport belts would go on attacking them instead of ignoring them and going towards their initial (polluting) target....
by sillyfly
Wed Jun 11, 2014 11:30 am
Forum: Gameplay Help
Topic: Having trouble with train signals
Replies: 13
Views: 6138

Re: Having trouble with train signals

What route are you trying which isn't working? What are the other routes being used? I can see one potentially problematic thing - the track going up is in the same block as the top one going to the right. That means that if you have a train going between the top and the top-right stops no other tra...
by sillyfly
Wed Jun 11, 2014 10:39 am
Forum: Gameplay Help
Topic: Having trouble with train signals
Replies: 13
Views: 6138

Re: Having trouble with train signals

It's hard to say without seeing the complete track.
You can try to create a smaller version which still facilitates the problem and upload an image of that. If the saved game isn't too big - you can upload that too (Maybe to some other site which allows larger files).
by sillyfly
Wed Jun 11, 2014 12:50 am
Forum: Balancing
Topic: "Free belt system" versus "belt circuit"
Replies: 39
Views: 23774

Re: "Free belt system" versus "belt circuit"

Pollution means, it uses energy. Belts don't use energy. :) Why must it stay that way? (e.g. - that something must use energy to create pollution) I think this is actually a rather elegant solution to this problem. I can think of a few explanations if that's what you're missing, but having the belt...
by sillyfly
Tue Jun 10, 2014 11:21 pm
Forum: General discussion
Topic: Deleting items from inventory
Replies: 11
Views: 19689

Re: Deleting items from inventory

I don't see any reason why a delete button should exist in-game. One of the cool things about Factorio is that there isn't a resource "number", everything is somewhere. If you end up with a bunch of stuff you can't figure out a way to use, you gotta put it somewhere, like RL. 1 iron box h...
by sillyfly
Tue Jun 10, 2014 5:17 pm
Forum: Gameplay Help
Topic: How do I close the Debug Console?
Replies: 1
Views: 4533

Re: How do I close the Debug Console?

if you mean the Lua console (grey line of text in the bottom) - either press Enter or ~ (Tilde).
If you mean the debug settings panel (big panel to the left with lots of check boxes) - F4.
by sillyfly
Tue Jun 10, 2014 5:14 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Symmetrical Smelting Super Base (now with circuits)
Replies: 11
Views: 14011

Re: Symmetrical Smelting Super Base

Very nice, not to say - excessive :)

I really liked the idea of including roboports in the blueprint so you can be sure it is covered :)
by sillyfly
Tue Jun 10, 2014 3:47 pm
Forum: Ideas and Suggestions
Topic: Splitters - only connected exits receive goods
Replies: 8
Views: 3224

Re: Splitters - only connected exits receive goods

Here is an example of how you could use it for making electronic circuits, for example. Of course, you can do the same with a long-handed inserter, but the fast inserter is slightly faster (I think. correct me if I'm wrong :) ). Adding another segment won't break anything here, but it would still ha...

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